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Thread: LWRemodeler

  1. #31
    Registered User Norka's Avatar
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    Edit - moved
    Last edited by Norka; 02-16-2017 at 02:01 PM.

  2. #32
    Quote Originally Posted by hurley View Post
    And spend another 3 years making $2/hour. I don't think so.
    oki than make it bit by bit... hard body (release), sofy body(release), fluids(release) etc.... just make sure to enable each plugin work together so that we have fluids work with hard body soft body and particles thanks
    new web page up www.null.hr

  3. #33
    creacon
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    Hi Steve,

    What do you mean by "Still haven't figured out how I'm going to get Flex solved data back to LW. " ?
    - Flex gives you particle positions and velocities for the liquid particles.
    The realtime meshing is pretty useless in a non realtime environment, so you'll have to use OpenVDB for the meshing.
    - You get transforms for the rigids
    - Vertex positions for the cloths/softbodies.

    Should be pretty straightforward.

    creacon




    Quote Originally Posted by hurley View Post
    Just rendering into LW's viewport and making sure I leave it in the same state when I'm done. You can see there's 2 render mode in the interface that you can toggle between. One for rendering using Flex which uses CUDA and one for rendeing in LW. There will not be a Mac version unfortunately since Flex does not work on the Mac

    Here's another simple example that uses cloth. Still haven't figured out how I'm going to get Flex solved data back to LW.


    Nope, no Vulkan

  4. #34
    Lightwave junkie stevecullum's Avatar
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    Quote Originally Posted by lardbros View Post
    EDIT: forgot to mention. Could you not use the MSI Afterburner tool to grab your graphics card stream? That's what we use at work. You don't need to have an MSI card to use it either. https://www.msi.com/page/afterburner (Not 100% sure it still does capturing, but it used to.

    I won't hold my breath then... but here's the stuff on NVidia Hairworks, although I'm sure you've seen it already. https://developer.nvidia.com/hairworks




    Oh no, has that been your return from the Advanced Placement tool? Sorry... I hope your LW development continues though Steve, your tools are cool.
    I definitely see the value of Advanced Placement, just that I don't currently need it I guess.
    Seems like a catch 22 for Lightwave developers - not enough users because lacking in modern features and not enough potential for developers to do anything about it. Sad times

    Hopefully the dev cycle of Steve's new tools are somewhat shorter to make it worthwhile... Maybe a Kickstarter campaign is needed!
    i7 X3930/32GB/Quadro 4000

  5. #35
    Quote Originally Posted by hurley View Post
    I make the videos on an old laptop and I have to use the integrated graphics processor instead of my NVIDIA card because the screen capture software won't work otherwise. Haven't looked a NVIDIA hair yet but it's a possibility as soon as the days become 36 hours long.
    I dunno if you've tried but Nvidia's Gforce Experience includes capturing capabilites, (click on shadowplay at the top right) it's quite good.

  6. #36
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    Quote Originally Posted by Danner View Post
    I dunno if you've tried but Nvidia's Gforce Experience includes capturing capabilites, (click on shadowplay at the top right) it's quite good.
    Thanks for the suggestion, I'll give it a whirl

  7. #37
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    Quote Originally Posted by creacon View Post
    Hi Steve,

    What do you mean by "Still haven't figured out how I'm going to get Flex solved data back to LW. " ?
    - Flex gives you particle positions and velocities for the liquid particles.
    The realtime meshing is pretty useless in a non realtime environment, so you'll have to use OpenVDB for the meshing.
    - You get transforms for the rigids
    - Vertex positions for the cloths/softbodies.

    Should be pretty straightforward.

    creacon
    Gawd, I forgot what a royal PITA it is to compile OpenVDB ... probably took me half a day a least.

    . But it's working a lot faster than I expected. Here's a first test of Flex's particles getting meshed in Layout at a pretty good clip ....

  8. #38
    Super Member samurai_x's Avatar
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    Quote Originally Posted by hurley View Post
    Gawd, I forgot what a royal PITA it is to compile OpenVDB ... probably took me half a day a least.

    . But it's working a lot faster than I expected. Here's a

    of Flex's particles getting meshed in Layout at a pretty good clip ....
    Mini me monster liquify. Nice progress.

  9. #39

  10. #40
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    Quote Originally Posted by mummyman View Post
    What the! ??
    Yeah, sorry, it's pretty confusing. This was just a test to see if I could get Openvdb to forge together a mesh from a bunch of Flex particles. I still haven't figured out scale obviously. This technique will be used to create liquids mainly and will make more sense when you see it that way.

    So what's happening is:

    First Flex fills the volume of the Armadillo mesh with particles

    // then on each tick
    Flex applies it's physics to the particles.
    The particles get sent to Openvdb where they're merged into a mesh
    That mesh data is used to interactively create a new LW object that gets thrown away after it's rendered

    I doubt it will scale well for larger volumes of particles, but it feels smooth enough on my machine that we might be able to do some interactive goo painting.
    Last edited by hurley; 02-22-2017 at 09:03 AM.

  11. #41
    Medical Animator mummyman's Avatar
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    Very cool! That's helps.. Share anything!!! It's all looking neat. Thanks for your time and dedication!

  12. #42
    Super Member samurai_x's Avatar
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    interactive goo painting

    Would be great to have goo interacting with kinematic objects not only static objects.

  13. #43
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    Just a quick note to let you know I haven't been idle. The first video is the most recent progress.

    NVIDIA just released Flex 1.1 ... so I'm busy re-writing the physics backend. I guess now is better than a month from now. : ) More news soon...

  14. #44
    Super Member samurai_x's Avatar
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    Quote Originally Posted by hurley View Post
    Just a quick note to let you know I haven't been idle. The first video is the most recent progress.

    NVIDIA just released Flex 1.1 ... so I'm busy re-writing the physics backend. I guess now is better than a month from now. : ) More news soon...
    Just saw the page. Amazing videos!
    So its working with vpr and moving objects. And the name is Lwflexes 0.0.1.0.
    So not just liquids coming for lightwave


  15. #45
    Registered User ianr's Avatar
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    Check out some on the Unreal Stuff with this,

    https://forums.unrealengine.com/show...-soft-body-rig

    filling goo volumes.

    Quasi Real Muscles( Very SexY. Mr. H.)

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